cover
Contact Name
Bambang Edi Siswanto
Contact Email
ijpse.unhasy@gmail.com
Phone
+6281239773036
Journal Mail Official
ijpse.unhasy@gmail.com
Editorial Address
Prodi PGSD, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari Tebuireng Jombang. Jl. Irian Jaya 55 Tebuireng Tromol Pos IX Jombang Jatim Telp. (0321) 861719 (Hunting), 864206, 851396, 874685 Fax.874684
Location
Kab. jombang,
Jawa timur
INDONESIA
Indonesian Journal of Primary Science Education (IJPSE)
ISSN : 27461394     EISSN : 27750264     DOI : https://doi.org/10.33752/ijpse
Core Subject : Education,
Indonesian Journal of Primary Science Education (IJPSE) adalah jurnal penelitian peer-review akses terbuka berkualitas tinggi yang diterbitkan oleh Program Studi Pendidikan Guru Sekolah Dasar Universitas Hasyim Asy'ari. Jurnal ini menyediakan platform yang menyambut dan mengakui makalah penelitian asli empiris berkualitas tinggi tentang pendidikan yang ditulis oleh para peneliti, akademisi, profesional, dan praktisi dari seluruh dunia. Bidang ilmu IJPSE meliputi: Pendidikan matematika, pendidikan bahasa indonesia, pendidikan ilmu sosial, pendidikan ilmu pengetahuan alam/sains, pendidikan kewarganegaran, pendidikan anak usia dini, pendidikan seni dan budaya, pendidikan musik, pendidikan dan pengajaran, media pembelajaran, pendidikan jasmani, psikologi pendidikan, manajemen pendidikan dan teknologi pendidikan. Jurnal Ilmiah ini diterbitkan dua kali dalam satu tahun yaitu bulan April dan November.
Articles 220 Documents
Improved The Learning Achievement of Elementary School Students Through The Winingsih, Rahayu
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2068

Abstract

The purpose of this study is to find out the improvement of elementary school students' learning achievement through the medium of picture word cards. The problem in this study is still the low learning achievement of students seen from the initial test of learning achievement. This research took place in class I SDN Babatan IV/459 Surabaya. The school is located at Jalan Raya Menganti Babatan Wiyung District of Surabaya City. The research time was carried out in semester 1 (odd) in October of the 2020/2021 School Year. The subject of this study was a student of class I SDN Babatan IV /459 Surabaya which amounted to 28 students. This research design is class action research (PTK) through stage flow (planning, research action, data collection and data analysis) carried out with two cycles. The result of this study is an increase in student learning achievement in each lesson cycle with a minimum completion criteria (KKM) of 70, cycle I completed learning of 15 students or 60% of students who have achieved the minimum completion criteria with an average score of 72.95. While cycle II has increased, 28 students completed their studies or 100% of students have achieved the minimum completion criteria with an average score of 85.4.
Android-Based Quiz Game Development Using Quizizz for Fourth Grade Students at SDN Catak Gayam 1 Mojowarno Tri Amelia, Risky; Nuruddin, Muhammad
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2069

Abstract

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.
The Effect of Interactive Video on Social Studies Learning Motivation for Fifth Grade at SDN Kaliwungu 2 Jombang Nur Laila, Umi; Fitra Raharja, Hawwin
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2070

Abstract

This“study aims to determine the effect of interactive video media on students learning motivation in social studies of fifth grade at SDN Kaliwungu 2 Jombang”which refers to the thematic book class V “theme 7 events in life, sub-theme 2 national events surrounding the proclamation of learning independence 1”. The problems in education were the learning implementation is less attractive. For that,“the teachers are required to be creative in improving the quality of learning such as using media in”learning. One of the interesting learning media is interactive video media. Research using interactive video media in social studies learning was carried out in the even semester of the 2020/2021 school year. The research used experimental research with pre-experimental method and one group pre-test post-test design. The population in this study were all fifth grade students at SDN Kaliwungu 2 Jombang which consisted of 20 students, 11 female students and 9 male students. The results of the study can be seen from the t test (paired t test) obtained t_count (4.0376) > t_table (2.0930). From these results it can be concluded that there is "The Influence of the Use of Interactive Video Media on Social Studies Learning Motivation for Class V SDN Kaliwungu 2".
The Influence of 3-Dimensional Image Media to Improve Learning Outcomes of Social Studies Concepts With The Beauty of Togetherness Traditional Clothing Theme in Ayatulloh Masduki, Reza; Nuruddin, Muhammad
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2071

Abstract

This study aims to determine the influence of 3-dimensional image media to improve learning outcomes of social studies concepts with beauty of togetherness traditional clothing theme in grade four at SDN Kaliwungu II, Jombang. This study uses a quantitative approach. - Posttest. The population in this study were all students of grade 4 at SDN Kaliwungu II, totaling 21 students. The problem in education is that the learning that is carried out is less attractive, meanwhile the educators are required to be creative in improving the quality of education such as using media in learning. The results of the study can be seen from the t test (paired t test) obtained t_count (6,3814) > t_table (2,0859.). The results of the research on the application of image media obtained 82%, which is very good. From these results, it can be stated that there is an effect of using 3- dimensional image media to improve learning outcomes of social studies concepts with beauty of togetherness traditional clothing theme in grade four at SDN Kaliwungu II, Jombang
Development of Media Fun Thinkers Book Material for The Diversity of Living Things for Class IV Elementary School Nur Anggraini, Pipin; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2072

Abstract

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.
The Development of Diorama Media as a Covid-19 Educational Means in 2021 Rohmatul Laili, Intan; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2073

Abstract

The development of this diorama media was motivated by several gaps, including: 1) students had never received interesting education about covid-19, 2) diorama media did not teach students to understand covid-19, 3) general students did not understand about covid-19 yet, so the development of three dimensions model media and their implementation was carried out at Mundusewu Primary School 3 Jombang. Based on the problems that have been described, this development aims to determine the process of developing diorama media for fourth grade students at Mundusewu Primary School 3 Jombang and understand the implementation of it. The research method used is research and development, modified by the Sugiyono and Borg and Gall models as needed. The assessment of the diorama media is carried out by material experts, media experts, users or educators and fourth grade students. The results of the research showed the percentage of media experts was 79.41%. In stage I, the percentange of material experts was 86.11%. Then, in stage 2 the percentange of material expert became 88.88%. In addition, the results of users or educators are 94.4%. The product test resulted 6 students were in the category of very attractive with a percentage of 92.59%, and the usability test for 15 students reach a percentage of 98.45% which is included in the very attractive category. Based on the results of data analysis in general, it can be concluded that the diorama media is feasible to be developed as a learning media.
The Effect of Interactive Multimedia on Critical Thinking in Social Studies Learning for Grade V in Elementary Schools Irmawati, Leni; Fitra Raharja, Hawwin
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2081

Abstract

Education is the most important factor in determining one's future. With education, it can help humans to think about following developments in the modern era as it is today. It is the same as helping students think critically. As happened at SDN Kaliwungu 2 Jombang, teaching and learning activities that do not use media make students feel bored when studying and find it difficult to improve students' critical thinking. The purpose of this study was to determine the effect of interactive multimedia on students' critical thinking on the material of human interaction with the environment and its effect on social development in fifth grade elementary school. This type of research is a quantitative experiment through a one group pre test post test design. The population of the study were all students of class V SDN Kaliwungu 2 Jombang, which amounted to 20 students, according to the results of data analysis showing that the lowest pretest score was 32 and the highest score was 88 with an average of 61.20 while the lowest posttest score was 56 and the highest score was 92 with an average of 75.80, based on calculations showed an increase after learning to use interactive multimedia. These results indicate that there is an influence on the creativity of critical thinking in social studies learning in class V at the elementary school level.
Development of Audio Visual Media Based on Sparkol Videoscribe in Thematic Learning in 4th Grade Elementary School Khasanah, Uswatun; Rahma Pratiwi, Emy Yunita
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2082

Abstract

The role of learning media in the learning process is an integral part that cannot be separated from the world of education. The important role of the media is very influential on the learning outcomes of students in the classroom. Through interviews and observations with class teachers, it was found that there were problems that existed at SDIT Darul Falah, one of which was the use of media in the classroom infrequently. From the results of these observations and interviews, researchers had the opportunity to develop an audiovisual media using a sparkol videoscribe-based whiteboard animation. This study aims to develop learning media and determine the development of the R2D2 model which has been modified by the researcher according to the needs with the define, and design and development stages. The data analysis technique to assess validity was calculated by finding the final score and its relevance to the Likert scale, while the analysis of student test data was calculated by looking for DSI (individual absorption), RK (class average), and KBK (classical mastery learning). Students are said to be able to absorb learning and learning is said to be successful if the final results of DSI and RK are above 68 (KKM SDIT Darul Falah). Based on research that has been done, the results of this development product are published in 3 versions, namely by web, CD (compact disk), and also on youtube. The results of field trials through the use of sparkol videoscribe-based media can be said to be valid with an overall average of 89.5. Then the learning outcomes of students with an average of 77.5, the number of students completed with a percentage of 88.9%.
Development of Board Game Media in Art Culture and Craft Learning at 5th Grade of Elementary School Maulana, Puja; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2083

Abstract

Indonesia has a variety of cultures including traditional dances that students must know and which need to be socialized in learning. This socialization is carried out through education that is packaged as attractively as possible, namely media in the form of games (board game), especially for students. This study aims to introduce and memorize the dance culture of Indonesia in fifth grade at the elementary school level. To find out how the process of media development and how the quality of the media. This research is a type of ADDIE model research proposed by Tegeh which consists of four stages, includes analyze, design, implementation, and evaluation stage. The research subjects were fifth grade elementary school students in the academic year 2021/2022, based on field trials the results of expert validity research were in the very valid category with an overall average of 89%. The results of these student responses show a total score of 47 out of a maximum total score of 52. After being analyzed and presented as a percentage, the score is 90% with a very valid category. Based on field trials, researcher conducted tests on students with the results of classical learning completeness as much as 86%. Based on the results of data analysis in general, it can be concluded that SBdP learning using the Board Game media that has been developed greatly supports the learning process. With this, it can also be seen from the number of students who have completed the trial test on the material about traditional dance in Indonesia.
The Use of Counting Media Sticks on Addition Materials to Improve Grade 1 Students’ Learning Outcomes Siti Masrukahtin; M. Bambang Edi Siswanto
IJPSE : Indonesian Journal of Primary Science Education Vol 3 No 1 (2022): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v3i1.1831

Abstract

Schools with backgrounds that do not meet the learning media will have an effect on the quality of students' learning. In addition, as a teacher must also be able to motivate and provide a pleasant learning experience. This research was conducted using a counting stick learning medium in 1st grade math subjects with summation materials in the hope that students can improve learning outcomes. This research process uses a causative approach with a type of pre-esperimental design (nondesign) one-group pretest-posttest. This form of research compares the results of pretest and posttest with given a treatment. Data is obtained from the results of pre-test and post-test as well as the student response questionnaire to the use of media stick count. The results of the study from the influence of media sticks calculate the summation material on student learning outcomes before being given and after the provision of learning using media stick count on the summation material is still below the average Minimum Provision Criteria (KKM) which is 75. Compared to after being given steamy treatment of learning using a media stick count, the results showed a significant level of student learning outcomes that can be seen from post-test scores with an average score of 91.

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